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Something that sets Yu-Gi-Oh! apart from other mainstream TCGs is the lack of a dedicated resource system. Magic the Gathering has mana and Pokemon TCG has energy, but in order to activate a YGO card, all you need to do is meet its requirements. This lack of a resource system allows us to do over-the-top combos on our very first turn; as time progressed and combos became more meta-defining, a new card type was unofficially phased in to the game: hand traps. The value of hand traps can not be understated; a well-placed Droll & Lock Bird could stop your opponent from ripping four cards from your hand with Topologic Gumblar Dragon, or resolving a heavy Spellbook of Judgment. In this article, I’ll examine some heavily played hand traps, and weigh their effectiveness against three popular decks: Thunder Dragon, Sky Striker, and Salamangreat.

a.Thunder Dragoni.Best use(s)1.Guardragon Elpy (effect typically won’t resolve because the requirements are no longer met)ii.Cons:1.Easy for them to play through if not paired with a second hand trapiii.Rating: 4/5b.Sky Strikeri.Best use(s)1.Sky Striker Mecha Modules – Multiroleii.Cons1.Only interacts with a small number of their cardsiii.Rating: 4/5c.Salamangreati.Best use(s)1.Lady Debug2.Salamangreat Foxy3.Salamangreat Gazelle (normal summoned)4.Salamangreat Miragestallio (typically made before Salamangreat Balelynx hits the grave)ii.Cons1.Easily circumvented by their Balelynxes, making it dead past turn oneiii.Rating: 2/5d.SCOREi.Versatility: 2/5ii.Stopping power: 4/5iii.Overall: 3/5

Artifact Lancea

a.Thunder Dragoni.Best use(s)1.As soon as they have a LIGHT or DARK monster in grave2.In response to Sekka’s Lightii.Cons:1.They retain their cards and can continue their combo next turniii.Rating: 5/5b.Sky Strikeri.Best use(s)1.Sky Striker Mecha – Shark Cannon2.Cosmic Cyclone3.Called by the Graveii.Cons1.Doesn’t interact with most of their deckiii.Rating: 2/5c.Salamangreati.Best use(s)1.Called by the Graveii.Cons1.Doesn’t interact with the core of their deck whatsoeveriii.Rating: 0/5d.SCOREi.Versatility: 1/5ii.Stopping power: 5/5iii.Overall: 3/5

Droll & Lock Bird

a.Thunder Dragoni.Best use(s)1.ASAPii.Cons:1.They retain their cards and can continue their combo next turniii.Rating: 4/5b.Sky Strikeri.Best use(s)1.ASAPii.Cons1.They can still interact by setting quick-plays and trap cardsiii.Rating: 3/5c.Salamangreati.Best use(s)1.ASAPii.Cons1.The deck doesn’t play many tutors, and only adds one card from deck to hand in most combos: Salamangreat Sanctuaryiii.Rating: 0/5d.SCOREi.Versatility: 2/5ii.Stopping power: 5/5iii.Overall: 3.5/5

Hand traps are a very important part of the game. Whether you decide they’re right for your deck or not, you should be aware of which ones are popular, and how to play with/around them. Hopefully, this cheat-sheet helps with that. Until next time.

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Author

Saul AgisAccolades include a few Yu-Gi-Oh! Competitive Tops including one Yu-Gi-Oh! Championship Top 32, and multiple Yu-Gi-Oh! regional tops.Co-editor of Road of the King by Patrick HobanNow enjoying life trolling locals and playing with puppies.